Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

☣BioHaze☣

Members
  • Content Count

    4907
  • Joined

  • Last visited

Everything posted by ☣BioHaze☣

  1. ☣BioHaze☣

    2200 hours on DayZ SA, and wall glitching is still a thing

    If you used the search function instead of creating a whining thread I might have been more friendly. The last thing we need is more ignorance around here. https://forums.dayz.com/search/?type=all&q=wall+glitching This has been addressed in status reports too but why would you ever bother to read those right??
  2. ☣BioHaze☣

    2200 hours on DayZ SA, and wall glitching is still a thing

    *You're REPORTED. Moron.
  3. ☣BioHaze☣

    2200 hours on DayZ SA, and wall glitching is still a thing

    2200 hours and you haven't cared enough about the game to follow it's development closely. The new character controller module will solve this. You're welcome.
  4. ☣BioHaze☣

    Experimental Progress {Cant post in experimental}

    Yes. Some patches within an update might require a wipe too but you can guarantee one when the hundredth place or 10's place changes on the version number. Also, never get attached to your gear.
  5. ☣BioHaze☣

    Status Report - 21 Jun 2016

    Thanks, guys!!! You all are the bestest! - Server Login Queue - Merge of New Audio Technology from Arma 3 Eden Update - Update of Weapon Sounds for New Audio Technology - Dynamic Spawning of Infected - Predators (Wolves) Please give. Please give. Please give.
  6. ☣BioHaze☣

    Status Report - 07 Jun 2016

    Thanks devs/all!! I really like seeing how loot balancing is coming along, it looks like you are on the right track there. Of course I'm DYING to meet my new infected friends!
  7. ☣BioHaze☣

    Status Report - 24 May 2016

    Thanks for all the hard work devs/all!! Maybe we need the queue system earlier than .61 to solve the login problem for .60?
  8. ☣BioHaze☣

    Survival Mechanic - "The *umbles"

    Hello DayZ maniacs of all stripes! I was just watching Dual Survival when the narrator mentioned a survival term, "the umbles". NPR Article on "the umbles". This is mostly in reference to hypothermia but I believe it is also true to some degree (with differing effects) for hyperthermia and illness/infection as well. "First we lose some fine motor skills, McLaren says, "and we start to fumble. And tumble. And stumble." Then our cognitive abilities are compromised. "We mumble and we grumble."" Currently we have what could be considered some fumbling, represented by sway from running (placeholder representation of stamina lose), and shaking from cold/infection/pain(?). All of which really only effect aiming. I am hoping that the character controller module being added will open the game up to a varied types of all these impedance and with a moderate amount of degrees and variations depending on the condition. i.e.: If you were hungry, hot, cold, or maybe even weighed down, or over sprinted, the "fumbles" could add a higher failure rate for crafting or building things on top of adding more sway or shakes when aiming. Realistically, your reaction times in general, when driving, and your basic levels of concentration would be hampered just when hungry.... so crafting or mechanical tasks would be more difficult as well as aiming. I would not want to see this done in an overly complex fashion but I do believe a middle ground can be found where the degrees of impedance feel natural in relation to the degree at which your character is afflicted. i.e.: Starting a fire with a hand drill kit while hungry should should have a higher rate of failure directly related to how hungry you are. This whole scheme can be fleshed out rather readily going down the list of factors (cold, hungry, weighed down, hot, sick) and attributing the appropriate debuff/physical manifestations. I feel like this is something we all think about and have discussed in pieces but have not bundled up into one discussion. Please add, shoot down, bean up, or discuss at length/leisure. Thanks for reading! *Gets KoS'd*
  9. ☣BioHaze☣

    Experimental/Unstable Branch: 14 May 16

    @Hicks_206 (DayZ) This level of engagement with the community is most excellent. Thank you for taking the time (especially on the weekend) to roll back from the less stable build AND keep us so well informed.
  10. ☣BioHaze☣

    Is it Possible for 3PP to NOT be Overpowered?

    How the fuck did I make anything personal? And what happened to "have a nice day", melty? Isn't that supposed to mean you were done before...? Ok, I'll take another "last word" then. PETER came out and said people should play 1PP as well, not just Hicks! (And I think a third team member said it somewhere.) You calling me bipolar, or immature, is not helping your fairly butthurt comments either. I attack ideas, and game concepts, you have strayed into other territory. It's in the fucking game because it was in the mod as a left over part of ARMA2 known as Easy mode that the community flocked to because it was just that, EASY, not because Dean, or Marek, want it in, capiche? Using the drone General comparison is just illustrating the ridiculousness of formulating a strategy based on what you see over a wall with your invisible drone camera. ^There is nothing immersive about this unless your character does a chin up, or otherwise physically moves his line of sight into where you are trying to look (around a corner, off a rooftop camp position). The ability to peek around corners, over walls, and from rooftops, completely alters how you move through and engage with the environment, and is after all in essence a "third persons perspective", isn't it? I understand people are afraid that they will get their security blanket taken away but have no fear, 3PP is so well ingrained in this player base that it will never go away entirely, and may not even see much more adjustments. I personally don't care if they never try to "fix" the problems with 3PP as I will likely avoid it altogether when I can. So yeah, enjoy your conceptually flawed (in multiple ways) perspective, and have a nice day.
  11. ☣BioHaze☣

    Is it Possible for 3PP to NOT be Overpowered?

    If you understand that 3PP is ARMA2 Easy mode you can begin to see why I find 3PP offensive as part of Vanilla DayZ. You must have also read the status reports where the devs have come out imploring EVERYONE to play 1PP, right? You're in essence defending easy mode.... in DayZ.... and I don't want the quality of this great title to suffer based on how comfy you are with 3PP. Whether you like it or not, you are playing GearZ of DayZ. 3PP makes the firefight strategies that of a cover shooter, whether you stay in 1PP for firefights or not (sounds like you alternate really), now you are just playing the "who flinches first" game until someone gets tired of waiting and rushes a position or somehow exposes themselves. Rushing a wall, not knowing where a person might be is certainly more realistic. I don't see your point on that one. Because you get more chances to play invisible drone General to your toy soldier? Your idea of fun here seems quite outside what I understand would be a vanilla DayZ experience. How would you ever formulate that strategy of yours without the inclusion of 3pp?? From what I can tell the devs begrudgingly accept 3PP almost solely on popular demand and would almost certainly do away with it if they thought they could without massive backlash. I am passionate about this game and the direction it takes, which sometimes might cause my speech to be more.... acerbic. There is no personal gripe against you but against the ideas that the 3PP proponents use to justify what is almost certainly the most broken aspect of DayZ, and always will be. *I was thinking earlier that they should make infected agro on people if they wall peak too close to them, like you hopped up to peak over the wall and the infected saw you. Especially now that infected scale walls. I would love to see a video of a guy switch to 3PP with an infected just on the other side of a wall only to have the infected immediately hop over and fuck him up.
  12. ☣BioHaze☣

    Is it Possible for 3PP to NOT be Overpowered?

    Yipes well, character model fetish and having drone view of the map for aesthetic purposes hardly sounds like core DayZ gameplay elements to me. I enjoy seeing my friends character models just fine. And that's for a cumulative 5 minutes for every 5 hours I play. Hopefully aspects of the 1PP view can be improved but to argue that 3PP is more immersive is by definition a flawed argument as you cannot astral project your eye line above your head in reality. Please don't argue the limited peripheral qualities of 1PP either as not immersive; A: VR is coming and I will probably only play DayZ in VR when that option is available. B: When the whole server is in 1PP it makes you adapt at how you look at the map. It's more constrained and oppressive, you know, like a survival horror game! If you strafe side to side as you move, and wait peeking around things, or god forbid climb up somewhere to get a high vantage point, rather than hide behind a wall and send up your drone you might learn to enjoy the IMMERSION that is staying inside your own head. Either way, there will be versions of DayZ for us both, mine will just be a more pure survival horror experience while from my perspective, 3PP is an ENTIRELY DIFFERENT GAME. RTS + Gears of War anybody?
  13. ☣BioHaze☣

    Status Report - 10 May 2016

    ^Yes indeed, I would like random roamer infected to show up just about anywhere.
  14. ☣BioHaze☣

    Crouch to Sprint

    The new player controller will change everything. New modules man! New modules for EVERYTHING!
  15. ☣BioHaze☣

    Status Report - 10 May 2016

    It means they will effectively be unlimited in number. Infected will populate towns, cities, and hopefully helicopters, cop cars, and contamination zones as players approach. Hopefully this can be done in a way that is seamless and will not cause pop in from a distance or give away players arrival. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Also, thanks to the devs and all at BI. Here's my favorite shot from .60 so far. It's a new DayZ with Enfusion! <3
  16. ☣BioHaze☣

    Status Report - 10 May 2016

    Yeeeeees!
  17. ☣BioHaze☣

    What do you enjoy about the Mod?

    In regards to the upcoming SA dynamic AI spawn they are supposedly going to try hard to make sure you cannot use infected spawn as player radar. I guess we would need an approx 500m+ spawn radius and the game would have to insert infected where you zoom in from a distance.
  18. ☣BioHaze☣

    60 Impressions?

    Less filling. Tastes great!
  19. ☣BioHaze☣

    What do you enjoy about the Mod?

    No, this is a rare ill-informed post by you. They are coming up with ways to make it much more difficult to judge this. You should never be able to see a town empty of infected from a distance and then infected pop in when players approach if done correctly. I'm surprised you didn't realize they are working on this, but I guess you don't care for zombies??
  20. ☣BioHaze☣

    What do you enjoy about the Mod?

    As a massive PRO. It is one thing the mod had that the SA needed a long long long long long long long long long, time ago. Only rather recently did the team concede it was a necessary mechanic and that having all infected spawned in at once would be too taxing on servers.
  21. ☣BioHaze☣

    What do you enjoy about the Mod?

    Dynamic AI spawn.
  22. ☣BioHaze☣

    Modding should get regulated

    Playing this way is ALWAYS up to you. No one made you play this way except you allowed yourself to be influenced without adapting to make the game play more the way you desired. There are private servers, and some 1PP servers, that attract more survival and RP players. You and I have not played anything like 1.0 so trying to project how things play now onto how they will play 6 months from now is completely pointless. I am greatly looking forward to ALL of these changes which will make Vanilla DayZ more of a survival game and less of a GearZ of DoodieZ. 1 player DayZ might be cool for some reasons but if I want 1 player survival horror I would personally rather just play Resident Evil....
  23. ☣BioHaze☣

    0.60 experimental delay

    You answered your own question. They believe that some current bugs are not worthy of release. ^This is all you really need to know. 1.0 is still a long way off and it is most helpful to remember this while trying to be patient.
  24. ☣BioHaze☣

    Revisiting old models

    Some models have been redone and scrapped completely. At one time Deans original lovingly crafted bandage model from the mod was in and there were vests that have since been removed. I believe they will make improvements to some models depending on the perceived need but I also understand it is a lower priority task.
  25. ☣BioHaze☣

    Status Report - 26 Apr 2016

    Thanks devs/all! This is all great stuff. I wonder if the additional weapon animations Viktor mentioned are things like a bayonet stabbing motion or melee attack with the butt end of a rifle.... It is difficult to keep my composure through much of this wait (I was fairly cracking up around PAX East) but the more the devs detail the blockers the easier it is to manage. More dangerous infected is very exciting but the dynamic AI spawn boosting their population is even more important IMO. Looking forward to dynamic AI spawn in .61!
×